
Over six months, contributed to the AlexisBliesener/Bewitched repository by developing and refining core gameplay, audio, and UI systems using Unity and C#. Delivered features such as enhanced possession mechanics, enemy combat behaviors, and a buy/sell system, while integrating FMOD-based audio for immersive feedback. Addressed stability and maintainability through targeted bug fixes, memory management improvements, and repository hygiene. Implemented event-driven animation and audio pipelines, expanded enemy AI, and improved asset management for scalable development. The work emphasized cohesive player experience, robust code architecture, and reliable build processes, leveraging skills in audio engineering, animation, and scripting to support ongoing project growth.
December 2025 delivery focused on audio fidelity, enemy behavior scaffolding, and build stability for Bewitched. Implemented guard sound effects and reduced guard vocal spam; added basic Dryad enemy scaffolding and a bladed primary attack; implemented Dryad event sounds to align audio with event-driven enemies; introduced Level 2 door logic and associated music, plus improved Level 2 music transitions and out-of-combat tracks; consolidated Ogre audio/behavior improvements and cleanup; fixed key build/runtime issues including SpawnEvent errors, hit/musical bugs, and strengthened spatialization/null checks; added guard and Eleth walk sounds to enhance movement fidelity. Business value: richer player feedback, smoother progression into level 2, reduced audio spam, and more reliable builds.
December 2025 delivery focused on audio fidelity, enemy behavior scaffolding, and build stability for Bewitched. Implemented guard sound effects and reduced guard vocal spam; added basic Dryad enemy scaffolding and a bladed primary attack; implemented Dryad event sounds to align audio with event-driven enemies; introduced Level 2 door logic and associated music, plus improved Level 2 music transitions and out-of-combat tracks; consolidated Ogre audio/behavior improvements and cleanup; fixed key build/runtime issues including SpawnEvent errors, hit/musical bugs, and strengthened spatialization/null checks; added guard and Eleth walk sounds to enhance movement fidelity. Business value: richer player feedback, smoother progression into level 2, reduced audio spam, and more reliable builds.
Month 2025-11 — AlexisBliesener/Bewitched: Delivered major audio subsystem improvements and associated bug fixes with a focus on player immersion, performance, and maintainability. Key work included a comprehensive Audio System Enhancements and Music Content rollout—adding death and menu sounds, updating level music, improving sound effect handling, refreshing music assets, and integrating new combat/music content across multiple levels. In parallel, addressed a memory-management issue in the Audio Manager by cleaning up input subscriptions on scene changes to prevent leaks and unintended callbacks. The month featured iterative polish across several commits, culminating in Level 2 Combat Music and a tuned overall audio mix. These changes enhance in-game feedback, reduce runtime risk, and support future audio asset expansion.
Month 2025-11 — AlexisBliesener/Bewitched: Delivered major audio subsystem improvements and associated bug fixes with a focus on player immersion, performance, and maintainability. Key work included a comprehensive Audio System Enhancements and Music Content rollout—adding death and menu sounds, updating level music, improving sound effect handling, refreshing music assets, and integrating new combat/music content across multiple levels. In parallel, addressed a memory-management issue in the Audio Manager by cleaning up input subscriptions on scene changes to prevent leaks and unintended callbacks. The month featured iterative polish across several commits, culminating in Level 2 Combat Music and a tuned overall audio mix. These changes enhance in-game feedback, reduce runtime risk, and support future audio asset expansion.
October 2025: Delivered a robust set of gameplay, audio, and UX improvements for Bewitched, focusing on stability, combat polish, and monetization readiness. The release integrates a Buy and Sell system with audio cues, ties goblin SFX to animations, adds Level Complete Music, introduces WALK movement, and launches an Ogre Combat System with core sound/behavior. Significant stability fixes were implemented in the animation/audio pipeline to address duplication, pausing, event-callback crashes, and safer animation audio handling across menus. Added UI button primitives and refined audio cues for events and shop UI, plus targeted quality work (documentation/comments). These changes collectively improve player experience, reliability, and business value by enabling monetization hooks, immersive feedback, and a more maintainable codebase.
October 2025: Delivered a robust set of gameplay, audio, and UX improvements for Bewitched, focusing on stability, combat polish, and monetization readiness. The release integrates a Buy and Sell system with audio cues, ties goblin SFX to animations, adds Level Complete Music, introduces WALK movement, and launches an Ogre Combat System with core sound/behavior. Significant stability fixes were implemented in the animation/audio pipeline to address duplication, pausing, event-callback crashes, and safer animation audio handling across menus. Added UI button primitives and refined audio cues for events and shop UI, plus targeted quality work (documentation/comments). These changes collectively improve player experience, reliability, and business value by enabling monetization hooks, immersive feedback, and a more maintainable codebase.
September 2025 Monthly Summary for AlexisBliesener/Bewitched focusing on key features delivered, major fixes, overall impact, and technical skills demonstrated. The work this month centered on strengthening core gameplay loops, enhancing player feedback, and consolidating audio and animation assets to deliver higher quality experiences with maintainable code. Key features delivered: 1) Possession System Enhancements: Refactored and extended the Possession system with new animation states and transitions, proper handling of hitboxes during possession, and the introduction of the Soul System object. Improvements to animation event handling to ensure reliable playback. 2) Goblin Combat Enhancements: Implemented Goblin primary and secondary attacks, integrated associated audio cues, and established idle/attack/hurt/death behavior pipelines for responsive enemy combat. 3) Audio System Enhancements and Sound Effects: Unified FMOD-based audio improvements across gameplay, level sounds (doors, drops), and UI; added audio ducking for the pause menu; expanded asset references and UI-related sound effects (e.g., upgrade UI, tooltips). Major fixes and stability work: - Fixed player hitbox behavior during possession (ensuring hitbox deactivate during possession transitions). - Addressed a crash-related issue within the audio/animation chain and improved error resilience (commit notes reference a crash fix). - Resolved secondary/idle interaction bugs in Goblin combat to ensure consistent attack sequencing. Overall impact and accomplishments: - Enriched player experience with deeper possession mechanics and more responsive Goblin combat, backed by a cohesive audio-visual stack. - Improved game feel and feedback through synchronized animation events, robust hitbox handling, and consistent audio cues across gameplay, level, and UI elements. - Strengthened maintainability through targeted refactors (e.g., animation audio handling, and centralizing FMOD-based audio workflows) enabling faster future iterations. Technologies/skills demonstrated: - Unity/C# gameplay scripting, animation state machines, and hitbox management. - FMOD-based audio integration with event-driven sound design, ducking, and asset orchestration. - Cross-component integration between animation, gameplay logic, and audio systems for cohesive player feedback. Business value and outcomes: - Elevated perceived quality and immersion, contributing to improved retention prospects. - Clearer, scalable architecture for adding future abilities and audio assets with lower risk of regressions. If you’d like, I can adjust emphasis toward product metrics (retention impact, playtime) or provide a more granular breakdown by feature with associated commit references.
September 2025 Monthly Summary for AlexisBliesener/Bewitched focusing on key features delivered, major fixes, overall impact, and technical skills demonstrated. The work this month centered on strengthening core gameplay loops, enhancing player feedback, and consolidating audio and animation assets to deliver higher quality experiences with maintainable code. Key features delivered: 1) Possession System Enhancements: Refactored and extended the Possession system with new animation states and transitions, proper handling of hitboxes during possession, and the introduction of the Soul System object. Improvements to animation event handling to ensure reliable playback. 2) Goblin Combat Enhancements: Implemented Goblin primary and secondary attacks, integrated associated audio cues, and established idle/attack/hurt/death behavior pipelines for responsive enemy combat. 3) Audio System Enhancements and Sound Effects: Unified FMOD-based audio improvements across gameplay, level sounds (doors, drops), and UI; added audio ducking for the pause menu; expanded asset references and UI-related sound effects (e.g., upgrade UI, tooltips). Major fixes and stability work: - Fixed player hitbox behavior during possession (ensuring hitbox deactivate during possession transitions). - Addressed a crash-related issue within the audio/animation chain and improved error resilience (commit notes reference a crash fix). - Resolved secondary/idle interaction bugs in Goblin combat to ensure consistent attack sequencing. Overall impact and accomplishments: - Enriched player experience with deeper possession mechanics and more responsive Goblin combat, backed by a cohesive audio-visual stack. - Improved game feel and feedback through synchronized animation events, robust hitbox handling, and consistent audio cues across gameplay, level, and UI elements. - Strengthened maintainability through targeted refactors (e.g., animation audio handling, and centralizing FMOD-based audio workflows) enabling faster future iterations. Technologies/skills demonstrated: - Unity/C# gameplay scripting, animation state machines, and hitbox management. - FMOD-based audio integration with event-driven sound design, ducking, and asset orchestration. - Cross-component integration between animation, gameplay logic, and audio systems for cohesive player feedback. Business value and outcomes: - Elevated perceived quality and immersion, contributing to improved retention prospects. - Clearer, scalable architecture for adding future abilities and audio assets with lower risk of regressions. If you’d like, I can adjust emphasis toward product metrics (retention impact, playtime) or provide a more granular breakdown by feature with associated commit references.
Month 2025-08 — Key repository hygiene work for AlexisBliesener/Bewitched: removed FMOD artifacts and related logs from version control to prevent tracking of generated cache data and clutter. This reduces repo size, minimizes merge conflicts, and improves build reliability for FMOD workflows. Delivered via two commits: c272dbd5796a0d8571d3aca19af27470776c8110 (removed fmod files from tracking) and 37e3d6f7be9c987bc790cb8ce73b9fe16a211760 (removed the other evil fmod file). Impact: cleaner baseline for FMOD integration, faster clones, and more reliable CI builds.
Month 2025-08 — Key repository hygiene work for AlexisBliesener/Bewitched: removed FMOD artifacts and related logs from version control to prevent tracking of generated cache data and clutter. This reduces repo size, minimizes merge conflicts, and improves build reliability for FMOD workflows. Delivered via two commits: c272dbd5796a0d8571d3aca19af27470776c8110 (removed fmod files from tracking) and 37e3d6f7be9c987bc790cb8ce73b9fe16a211760 (removed the other evil fmod file). Impact: cleaner baseline for FMOD integration, faster clones, and more reliable CI builds.
July 2025 monthly summary: Reinstated FMOD audio middleware for the Bewitched project, removed UserSettings from version control to reduce per-user configuration drift, and updated FMOD cache files to reflect new audio events and banks. This ensures proper integration of sound effects and music, improves build reproducibility, and reduces ongoing maintenance for the audio subsystem.
July 2025 monthly summary: Reinstated FMOD audio middleware for the Bewitched project, removed UserSettings from version control to reduce per-user configuration drift, and updated FMOD cache files to reflect new audio events and banks. This ensures proper integration of sound effects and music, improves build reproducibility, and reduces ongoing maintenance for the audio subsystem.

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